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Jeff Isselee

Lead Engineer

Lead Engineer at Tribetoy

Seattle, Washington

Section title

Jeff Isselee's Email Addresses & Phone Numbers

Jeff Isselee's Work Experience


Lead Engineer

Greater Seattle Area


Staff/Senior Graphics Engineer

April 2007 to May 2012

Linden Lab

Senior Software Engineer, VR

Greater Seattle Area

Jeff Isselee's Education

University of Delaware

Bachelor of Science (B.S.), Computer Science

1998 to 2002

Jeff Isselee's Professional Skills Radar Chart

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56% Left Brained
44% Right Brained

Jeff Isselee's Estimated Salary Range

About Jeff Isselee's Current Company


Frequently Asked Questions about Jeff Isselee

What company does Jeff Isselee work for?

Jeff Isselee works for Tribetoy

What is Jeff Isselee's role at Tribetoy?

Jeff Isselee is Lead Engineer

What is Jeff Isselee's personal email address?

Jeff Isselee's personal email address is r****[email protected]

What is Jeff Isselee's business email address?

Jeff Isselee's business email addresses are not available

What is Jeff Isselee's Phone Number?

Jeff Isselee's phone (206) ***-*247

What industry does Jeff Isselee work in?

Jeff Isselee works in the Computer Games industry.

Who are Jeff Isselee's colleagues?

Jeff Isselee's colleagues are James Johnson, Ram Fenster, Andrea Shepard, Charles Taylor, Pedro Costa, Tom Nelson, Scott Butler, Aaron Young, Ankur Ahlawat, and Aileen Pang

About Jeff Isselee

📖 Summary

Lead Engineer @ Tribetoy Greater Seattle AreaStaff/Senior Graphics Engineer @ Turbine Lead Graphics Engineer, responsible for supporting existing live products and expansion packs, providing knowledge and technical support and training for artists, engineers, and content creators, and directing and implementing the development of the next generation (G4) graphics engine for the upcoming title Infinite Crisis. Worked on and directed ports of the existing renderer to Direct3D 10, Direct3D 11, OpenGL, XBox 360, and PS3, and implemented a number of new features including screen-space ambient occlusion, deferred shading, shadow maps, prerendered lighting and shadows, distant impostors, dynamic character appearances and face rendering, landscape and terrain, shader and material generation tools, and debugging visualization tools. Implemented numerous platform-specific, shader, and renderer graphics optimizations within the engine. From April 2007 to May 2012 (5 years 2 months) Senior Software Engineer, VR @ Linden Lab Leading Virtual Reality technologies usability research and development and integrating novel VR solutions into a rapidly developing code base. Greater Seattle AreaTechnical Lead @ Skull Theatre Owner and Technical Lead. Founded Skull Theatre to pursue personal game development interests, specifically the design and creation of the 3D adventure game Rustclad ( Built the game engine and visual tools from scratch using C++ and DirectX. Constructed a novel art pipeline that integrates Autodesk 123D Catch and Agisoft Photoscan software to allow real-world sculpture art and found objects to be automatically converted into high-quality efficient 3D art assets using photogrammetry. Implemented numerous graphics features, including optimized deferred shading and shadowing, HDR, color correction and image post-processing, stylized rendering, reflections, ambient occlusion, light shaft effects, dynamic water and rain effects, procedural clouds and sky, terrain, foliage, spline-based animation, and instanced rendering. Greater Seattle AreaDevelopment Programmer @ MEDITECH Located and fixed bugs, and performed minor systems enhancements to the scheduling module of MEDITECH’s suite of medical administration software. From November 2002 to November 2003 (1 year 1 month) Software Development Intern @ Quantum Leap Innovations Employed as a software development intern to maintain and enhance the company’s flagship problem solving engine (PSE) software, which applied pattern-based analytics to find solutions to a wide range of applications. From January 2002 to June 2002 (6 months) Research Assistant @ University of Delaware Research conducted through the University of Delaware Computer Science Department involving 3D image analysis and motion tracking for video communications compression. Worked with a small team to write a number of Maya plug-ins that handled importing, exporting, and manipulation of human face data, and a back-end program in C that would detect and track the locations of key facial features. From June 2000 to September 2001 (1 year 4 months) Game Support Engineer @ Turbine Acted as the primary point of support for the Lord of the Rings Online (LOTRO) game systems team within the core engine group, handling technical queries, consultation, and engine development with a focus on systems most visible to the game development team (user interface, AI and path planning, scripting, and visual effects). Supported LOTRO throughout the launch process by performing real-time debugging and performance and crash analysis of the live product. From December 2005 to April 2007 (1 year 5 months) Game Systems Engineer @ Turbine Game Systems Engineer for Asheron’s Call 2 Live Team. Responsibilities included the continuing support and development of the title in a live environment, including major game systems development, game engine maintenance and content tool creation, as well as community relations and live update support. From November 2003 to December 2005 (2 years 2 months)

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In a nutshell

Jeff Isselee's Personality Type

Introversion (I), Intuition (N), Thinking (T), Judging (J)

Average Tenure

1 year(s), 11 month(s)

Jeff Isselee's Willingness to Change Jobs



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